void Start() { blurringEffect = mainCam.GetComponent <BlurOptimized>(); characterController = player.GetComponent <CharacterController>(); movingCheck = player.GetComponent <MoveCheck>(); isMoving = movingCheck.Moving(); threatLevel = 0; blurTime = maxBlurTime; blurringEffect.downsample = 0; blurringEffect.blurSize = 0; blurringEffect.blurIterations = 1; blurringEffect.enabled = false; mouse = mainCam.GetComponent <MouseLook>(); mouse.enabled = true; isParalyzed = false; paralyzingTime = maxParalysingTime; maxInvincibilityTime = invincibilityTime; }
void FixedUpdate() { if (Vector3.Distance(enemy.transform.position, transform.position) > 0) { threatLevel = (int)(1 / Vector3.Distance(enemy.transform.position, transform.position) * 10); } else { threatLevel = 0; } threatLevel--; anxText.text = anxLabel + Mathf.Ceil(anxietyGauge).ToString(); isMoving = movingCheck.Moving(); AnxietyUp(); if (anxietyGauge < 0) { anxietyGauge = 0; } if (isInvicible) { invincibilityTime -= Time.deltaTime; if (invincibilityTime <= 0) { isInvicible = false; invincibilityTime = maxInvincibilityTime; } else if (threatLevel <= 0) { isInvicible = false; invincibilityTime = maxInvincibilityTime; } } if (threatLevel > 0) { Blurring(); } if (anxietyGauge >= (anxietyMax / 2) + 10) { if (isMoving) { Blurring(); } else if (!isMoving && threatLevel <= 0) { Unblurring(); } if (anxietyGauge >= anxietyMax) { anxietyGauge = anxietyMax; isParalyzed = true; Paralyzing(); isParalyzed = false; isInvicible = true; } else if (!isParalyzed && !isMoving) { AnxietyDown(); } } else if (!isMoving && threatLevel <= 0) { Unblurring(); AnxietyDown(); } }